Medium Or Small Humanoid (Any Race), Any Non-Good Alignment
Armor Class 12 (leather armor)
Hit Points 33 (6d8 + 3)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws WIS +2
Skills Deception +3, Insight +4, Religion +3
Condition Immunities Blinded
Senses Darkvision 60, Passive Perception 10
Languages Any one language (usually Common)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The initiate has advantage on saving throws against being charmed or frightened.

Spellcasting. The initiate is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

Cantrips (at will): guidance, thaumaturgy

1st level (4 slots): command, inflict wounds, hunter's mark, hold person

2nd level (3 slots): detect thoughts, mind spike, levitate

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 2) slashing damage, plus 4 (1d6) psychic damage.

Eye Ray. The cultist shoots a magical ray at one target it can see within 60 feet of it. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed until the start of the cultist's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

Monster Tags: NPC

Habitat: Urban

MrNerdy

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